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f4ef3c7555 | ||
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d39e6ecc25 | ||
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f3a6257cd4 | ||
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52142da3f3 |
BIN
assets/1.bmp
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assets/1on.bmp
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assets/2.bmp
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assets/2on.bmp
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assets/3.bmp
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assets/3on.bmp
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assets/4.bmp
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assets/4on.bmp
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19
src/GUI.py
@@ -1,9 +1,9 @@
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import os
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from time import sleep
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from typing import override
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import pygame
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from src.algorithms.wfc import WFCSolver
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from src.algorithms.bruteforce import BruteForceSolver
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from src.net import NetGame
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@@ -32,8 +32,9 @@ class PieceSprite(pygame.sprite.Sprite):
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@override
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def update(self, game: NetGame, events: list[pygame.event.Event]):
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piece = game.get_piece(self.x, self.y)
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image = pygame.image.load(os.path.join("assets", f"{piece.type}.bmp")).convert()
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image.set_colorkey("#ffffff")
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image = pygame.image.load(
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os.path.join("assets", f"{piece.type}.bmp")
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).convert_alpha()
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image = pygame.transform.rotate(image, -90 * int(piece.direction))
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if piece.locked:
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self.image.fill("#a0a0a0")
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@@ -87,6 +88,7 @@ class NetGUI:
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def run_game(self):
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current_solver = None
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display_solver = False
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step_solver = False
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while not self.game.solved():
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events = pygame.event.get()
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@@ -102,16 +104,21 @@ class NetGUI:
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_b:
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current_solver = BruteForceSolver(self.game).solve()
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if event.key == pygame.K_d:
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elif event.key == pygame.K_d:
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display_solver = not display_solver
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elif event.key == pygame.K_s:
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step_solver = not step_solver
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elif event.key == pygame.K_w:
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current_solver = WFCSolver(self.game).solve()
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if current_solver:
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try:
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_ = next(current_solver)
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except StopIteration:
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current_solver = None
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if step_solver:
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_ = input()
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if (not current_solver) or display_solver:
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self.update_display(events)
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sleep(2)
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NetGUI(3, 3).run_game()
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NetGUI(5, 5).run_game()
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@@ -15,16 +15,8 @@ class BruteForceSolver:
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self.game.set_direction(x, y, Direction.UP)
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def solve(self) -> Generator[None]:
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attempts = 0
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required = 4 ** (self.game.width * self.game.height)
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while not self.game.solved():
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yield
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attempts += 1
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print(
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f"{attempts:0>{len(str(required))}}/{required} ({attempts / required * 100}%) ",
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end="\r",
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)
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self.game.turn_cw(0, 0)
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for prev, curr in pairwise(
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chain(
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25
src/algorithms/profile.py
Normal file
@@ -0,0 +1,25 @@
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import time
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from multiprocessing import Pool
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from src.algorithms.wfc import WFCSolver
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from src.algorithms.bruteforce import BruteForceSolver
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from src.net import NetGame
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def test_run(i: int) -> float:
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game = NetGame(11, 11, i)
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solver = WFCSolver(game)
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a = time.perf_counter()
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for _ in solver.solve():
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pass
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b = time.perf_counter()
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return b - a
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if __name__ == "__main__":
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total = 0
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with Pool() as p:
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processes = [p.apply_async(test_run, (i,)) for i in range(1000)]
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for proc in processes:
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total += proc.get()
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print(total / 1000)
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191
src/algorithms/wfc.py
Normal file
@@ -0,0 +1,191 @@
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from collections.abc import Generator
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from copy import deepcopy
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from dataclasses import dataclass
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from enum import Enum, auto
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from src.netTypes import Direction, PieceType
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from src.net import NetGame
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type RollbackType = list[
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tuple[
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list[tuple[int, int]],
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list[list[Direction]],
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set[Direction],
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int,
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int,
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list[list[PieceConnectionState]],
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]
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]
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class ConnectionState(Enum):
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DISCONNECTED = auto()
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CONNECTED = auto()
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UNKNOWN = auto()
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@dataclass
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class PieceConnectionState:
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up: ConnectionState = ConnectionState.UNKNOWN
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down: ConnectionState = ConnectionState.UNKNOWN
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left: ConnectionState = ConnectionState.UNKNOWN
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right: ConnectionState = ConnectionState.UNKNOWN
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def directions_with_state(self, state: ConnectionState) -> set[Direction]:
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out: set[Direction] = set()
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if self.up == state:
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out.add(Direction.UP)
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if self.down == state:
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out.add(Direction.DOWN)
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if self.left == state:
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out.add(Direction.LEFT)
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if self.right == state:
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out.add(Direction.RIGHT)
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return out
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def connected_or_unknown(self) -> set[Direction]:
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"""Return wert ist die Richtungen, deren State `CONNECTED` ist.
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Falls es keine solche gibt, gibt es die Richtungen mit `UNKNOWN` zurück."""
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if connected := self.directions_with_state(ConnectionState.CONNECTED):
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return connected
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else:
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return self.directions_with_state(ConnectionState.UNKNOWN)
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def set_direction(self, direction: Direction, state: ConnectionState) -> None:
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if direction == Direction.UP:
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self.up = state
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elif direction == Direction.DOWN:
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self.down = state
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elif direction == Direction.LEFT:
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self.left = state
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elif direction == Direction.RIGHT:
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self.right = state
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class WFCSolver:
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game: NetGame
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connection_states: list[list[PieceConnectionState]]
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def __init__(self, game: NetGame) -> None:
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self.game = game
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self.connection_states = [
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[PieceConnectionState() for _ in range(self.game.width)]
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for _ in range(self.game.width)
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]
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# Es kann nicht mit dem Rand des Feldes eine Verbindung bestehen
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for column in self.connection_states:
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column[0].up = ConnectionState.DISCONNECTED
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column[-1].down = ConnectionState.DISCONNECTED
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for s in self.connection_states[0]:
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s.left = ConnectionState.DISCONNECTED
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for s in self.connection_states[-1]:
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s.right = ConnectionState.DISCONNECTED
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def get_possible_corner_directions(self, x: int, y: int) -> set[Direction]:
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cstates = self.connection_states[x][y]
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connected = cstates.directions_with_state(ConnectionState.CONNECTED)
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if connected:
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possible = {Direction.UP, Direction.DOWN, Direction.LEFT, Direction.RIGHT}
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for direction in connected:
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possible.intersection_update(
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{direction, Direction((direction - 1) % 4)}
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)
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else:
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possible = cstates.directions_with_state(ConnectionState.UNKNOWN)
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possible.update(map(lambda d: Direction((d - 1) % 4), possible.copy()))
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disconnected = cstates.directions_with_state(ConnectionState.DISCONNECTED)
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possible.difference_update(disconnected)
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possible.difference_update(map(lambda d: Direction((d - 1) % 4), disconnected))
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return possible
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def get_possible_directions(self, x: int, y: int) -> set[Direction]:
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ptype = self.game.get_piece(x, y).type
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cstates = self.connection_states[x][y]
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dirs = cstates.connected_or_unknown()
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if ptype == PieceType.NODE:
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return dirs
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elif ptype == PieceType.CORNER:
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return self.get_possible_corner_directions(x, y)
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elif ptype == PieceType.STRAIGHT:
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connected = cstates.directions_with_state(ConnectionState.CONNECTED)
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if connected:
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return {connected.pop()}
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disconnected = cstates.directions_with_state(ConnectionState.DISCONNECTED)
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if disconnected:
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return {Direction((disconnected.pop() + 1) % 4)}
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else:
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return cstates.directions_with_state(ConnectionState.UNKNOWN)
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else:
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disconnected = cstates.directions_with_state(ConnectionState.DISCONNECTED)
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if len(dirs) == 4:
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return dirs
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elif disconnected:
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return {disconnected.pop().flip()}
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else:
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possible = {
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Direction.UP,
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Direction.DOWN,
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Direction.LEFT,
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Direction.RIGHT,
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}
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for d in dirs:
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possible.intersection_update(
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{d, Direction((d + 1) % 4), Direction((d - 1) % 4)}
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)
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return possible
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def get_field_rotations(self) -> list[list[Direction]]:
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return [[p.direction for p in col] for col in self.game.get_field()]
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def set_field_rotations(self, rotations: list[list[Direction]]):
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for x, col in enumerate(rotations):
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for y, d in enumerate(col):
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self.game.set_direction(x, y, d)
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def solve(self) -> Generator[None]:
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unfixed = list(
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((i, j) for i in range(self.game.width) for j in range(self.game.height))
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)
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rollback: RollbackType = []
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while not self.game.solved():
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yield
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if len(unfixed) == 0:
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unfixed, rotations, dirs, x, y, self.connection_states = rollback.pop()
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self.set_field_rotations(rotations)
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else:
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(x, y) = min(
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unfixed, key=lambda t: len(self.get_possible_directions(*t))
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)
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dirs = self.get_possible_directions(x, y)
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if len(dirs) == 0:
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unfixed, rotations, dirs, x, y, self.connection_states = rollback.pop()
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self.set_field_rotations(rotations)
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direction = dirs.pop()
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if len(dirs) > 0:
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rollback.append(
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(
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unfixed.copy(),
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self.get_field_rotations(),
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dirs,
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x,
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y,
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deepcopy(self.connection_states),
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)
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)
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self.game.set_direction(x, y, direction)
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self.game.lock(x, y)
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unfixed.remove((x, y))
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for nx, ny in self.game.neighbors(x, y):
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dx = nx - x
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dy = ny - y
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ndir = Direction.from_offset(dx, dy)
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if ndir not in self.game.get_piece(x, y).connected_directions():
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self.connection_states[nx][ny].set_direction(
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ndir.flip(), ConnectionState.DISCONNECTED
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)
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else:
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self.connection_states[nx][ny].set_direction(
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ndir.flip(), ConnectionState.CONNECTED
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)
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13
src/net.py
@@ -13,14 +13,18 @@ class Grid:
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width: int
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height: int
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def __init__(self, width: int, height: int) -> None:
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def __init__(self, width: int, height: int, specific: int | None = None) -> None:
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self.height = height
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self.width = width
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if width != height or width not in [3, 5, 7, 9, 11, 13]:
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raise ValueError("Feldgrösse nicht erlaubt")
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with open(f"descriptions/{width}x{height}.txt") as f:
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lines = f.readlines()
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if specific is not None:
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selected = lines[specific].strip()
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else:
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selected = choice(lines).strip()
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print(f"Seed: {lines.index(selected + "\n")}")
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self.pieces = parse_description(selected)
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def neighbors(self, x: int, y: int) -> list[Coordinate]:
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@@ -71,8 +75,8 @@ class NetGame:
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width: int
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height: int
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def __init__(self, width: int, height: int) -> None:
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self._grid = Grid(width, height)
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def __init__(self, width: int, height: int, specific: int | None = None) -> None:
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self._grid = Grid(width, height, specific)
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self.width = width
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self.height = height
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@@ -94,5 +98,8 @@ class NetGame:
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def set_direction(self, x: int, y: int, dir: Direction) -> None:
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self._grid.pieces[x][y].direction = dir
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def neighbors(self, x: int, y: int) -> list[Coordinate]:
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return self._grid.neighbors(x, y)
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def solved(self):
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return self._grid.solved()
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@@ -25,6 +25,9 @@ class Direction(IntEnum):
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else:
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return Direction(dy + 1)
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def flip(self) -> Direction:
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return Direction((self + 2) % 4)
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class Piece:
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type: PieceType
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